For the complete documentation index, see llms.txt. This page is also available as Markdown.

Populators

Procedural environment generators – what populators are, why Intangible uses them instead of dragging assets one at a time, and when to reach for one.

A populator is a procedural container that distributes assets across an area according to rules. Charles called it "Houdini for normal people" in the launch webinar. The idea is right: populators expose a small fraction of Houdini-style procedural distribution to creatives who don't have a TD on call.

Watch

Why it exists

Building a forest by hand means dragging two hundred trees, then nudging them so it doesn't look like an orchard. AI Composer takes the prompt "create a tropical forest" and produces a populator – an area with rules about what kinds of plants live in it, how dense they are, how they're distributed. You adjust the rules; the populator regenerates.

Populators show up everywhere in the product: AI Composer outputs them by default, the Build-mode asset library has populator-style content for crowds and traffic, and you can build your own from selected objects.

What a populator looks like in the product

In the viewport, a populator has a footprint outline (a rectangle, polygon, or curve) that defines its area. Inside the footprint, individual procedural instances of assets get distributed. The controls for creating and adjusting one – shape, density, layout, asset mix, culling – live on the Build-mode populators page.

How populators connect to the rest

A populator's name (e.g. "tropical forest", "city block", "wedding crowd") shows up directly in the visualizer's auto-prompt. Renaming a populator from populator-3 to dense rainforest understorey changes the prompt the model receives without you touching the prompt block. See How the visualizer thinks.

Roads, paths, and other linear assets dropped on top of a populator suppress instances underneath them. The webinar demo showed this directly: dropping a road through a forest populator clears trees from the road's footprint automatically. This is the populator behaving like Houdini's boolean culling, with no hand-holding.

When to reach for it

Three signals:

  • You need fifty or more of the same kind of object. Crowds, vegetation, traffic, dense urban features. Manual placement falls apart past a couple dozen.

  • You want the distribution to look natural. A forest dragged in by hand looks like an orchard. A populator with an organic layout and varied density looks like a forest.

  • You want to iterate the look. Change the asset mix or density slider and the populator regenerates in seconds. Doing the same thing manually means re-dragging.

When not to reach for it:

  • One specific hero object. Drag the hero in directly. Populators are for fields of stuff, not for the Lambo in your commercial.

  • You need pixel-precise placement of every instance. Populators distribute procedurally; you don't get to say "this exact tree, two meters left". Convert specific instances to objects if you need that.

Last updated

Was this helpful?